Code

Toggle snapping for each grid individually
[inkscape.git] / src / object-snapper.cpp
1 /**
2  *  \file object-snapper.cpp
3  *  \brief Snapping things to objects.
4  *
5  * Authors:
6  *   Carl Hetherington <inkscape@carlh.net>
7  *
8  * Copyright (C) 2005 Authors
9  *
10  * Released under GNU GPL, read the file 'COPYING' for more information
11  */
13 #include "libnr/n-art-bpath.h"
14 #include "libnr/nr-rect-ops.h"
15 #include "document.h"
16 #include "sp-namedview.h"
17 #include "sp-image.h"
18 #include "sp-item-group.h"
19 #include "sp-item.h"
20 #include "sp-use.h"
21 #include "display/curve.h"
22 #include "desktop.h"
23 #include "inkscape.h"
24 #include "prefs-utils.h"
25 #include "sp-text.h"
26 #include "sp-flowtext.h"
27 #include "text-editing.h"
29 Inkscape::ObjectSnapper::ObjectSnapper(SPNamedView const *nv, NR::Coord const d)
30     : Snapper(nv, d), _snap_to_itemnode(true), _snap_to_itempath(true),
31     _snap_to_bboxnode(true), _snap_to_bboxpath(true), _strict_snapping(true),
32     _include_item_center(false)
33 {
34     _candidates = new std::vector<SPItem*>;
35     _points_to_snap_to = new std::vector<NR::Point>;
36     _paths_to_snap_to = new std::vector<Path*>;
37 }
39 Inkscape::ObjectSnapper::~ObjectSnapper()
40 {
41     _candidates->clear(); //Don't delete the candidates themselves, as these are not ours!
42     delete _candidates;
44     _points_to_snap_to->clear();
45     delete _points_to_snap_to;
47     for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
48         delete *k;
49     }
50     _paths_to_snap_to->clear();
51     delete _paths_to_snap_to;
52 }
54 /**
55  *    Find all items within snapping range.
56  *     \param r Pointer to the current document
57  *  \param it List of items to ignore
58  *  \param first_point If true then this point is the first one from a whole bunch of points
59  *  \param points_to_snap The whole bunch of points, all from the same selection and having the same transformation
60  *  \param DimensionToSnap Snap in X, Y, or both directions.
61  */
63 void Inkscape::ObjectSnapper::_findCandidates(SPObject* r,
64                                               std::list<SPItem const *> const &it,
65                                               bool const &first_point,
66                                               std::vector<NR::Point> &points_to_snap,
67                                               DimensionToSnap const snap_dim) const
68 {
69     if (ThisSnapperMightSnap()) {
70         SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
72         if (first_point) {
73             _candidates->clear();
74         }
76         for (SPObject* o = sp_object_first_child(r); o != NULL; o = SP_OBJECT_NEXT(o)) {
77             if (SP_IS_ITEM(o) && !SP_ITEM(o)->isLocked() && !desktop->itemIsHidden(SP_ITEM(o))) {
79                 /* See if this item is on the ignore list */
80                 std::list<SPItem const *>::const_iterator i = it.begin();
81                 while (i != it.end() && *i != o) {
82                     i++;
83                 }
85                 if (i == it.end()) {
86                     /* See if the item is within range */
87                     if (SP_IS_GROUP(o)) {
88                         _findCandidates(o, it, false, points_to_snap, snap_dim);
89                     } else {
90                         // Now let's see if any of the snapping points is within
91                         // snapping range of this object
92                         NR::Maybe<NR::Rect> b = sp_item_bbox_desktop(SP_ITEM(o));
93                         if (b) {
94                             for (std::vector<NR::Point>::const_iterator i = points_to_snap.begin(); i != points_to_snap.end(); i++) {
95                                 NR::Point b_min = b->min();
96                                 NR::Point b_max = b->max();
97                                 double d = getDistance();
98                                 bool withinX = ((*i)[NR::X] >= b_min[NR::X] - d) && ((*i)[NR::X] <= b_max[NR::X] + d);
99                                 bool withinY = ((*i)[NR::Y] >= b_min[NR::Y] - d) && ((*i)[NR::Y] <= b_max[NR::Y] + d);
100                                 if (snap_dim == SNAP_X && withinX || snap_dim == SNAP_Y && withinY || snap_dim == SNAP_XY && withinX && withinY) {
101                                     //We've found a point that is within snapping range
102                                     //of this object, so record it as a candidate
103                                     _candidates->push_back(SP_ITEM(o));
104                                     break;
105                                 }
106                             }
107                         }
108                     }
109                 }
110             }
111         }
112     }
116 void Inkscape::ObjectSnapper::_snapNodes(SnappedConstraints &sc,
117                                                          Inkscape::Snapper::PointType const &t,
118                                          NR::Point const &p,
119                                          bool const &first_point,
120                                          DimensionToSnap const snap_dim) const
122     bool success = false;
124     // Determine the type of bounding box we should snap to
125     SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX;
126     if (_snap_to_bboxnode) {
127         gchar const *prefs_bbox = prefs_get_string_attribute("tools.select", "bounding_box");
128         bbox_type = (prefs_bbox != NULL && strcmp(prefs_bbox, "geometric")==0)? SPItem::GEOMETRIC_BBOX : SPItem::APPROXIMATE_BBOX;
129     }
131     bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE;
132     bool p_is_a_bbox = t & Inkscape::Snapper::SNAPPOINT_BBOX;
133     bool p_is_a_guide = t & Inkscape::Snapper::SNAPPOINT_GUIDE;
135     // A point considered for snapping should be either a node, a bbox corner or a guide. Pick only ONE!
136     g_assert(!(p_is_a_node && p_is_a_bbox || p_is_a_bbox && p_is_a_guide || p_is_a_node && p_is_a_guide));
138     // Now, let's first collect all points to snap to. If we have a whole bunch of points to snap,
139     // e.g. when translating an item using the selector tool, then we will only do this for the
140     // first point and store the collection for later use. This dramatically improves the performance
141     if (first_point) {
142         _points_to_snap_to->clear();
143         for (std::vector<SPItem*>::const_iterator i = _candidates->begin(); i != _candidates->end(); i++) {
144             //NR::Matrix i2doc(NR::identity());
145             SPItem *root_item = *i;
146             if (SP_IS_USE(*i)) {
147                 root_item = sp_use_root(SP_USE(*i));
148             }
150             //Collect all nodes so we can snap to them
151             if (_snap_to_itemnode) {
152                 if (!(_strict_snapping && !p_is_a_node) || p_is_a_guide) {
153                     sp_item_snappoints(root_item, _include_item_center, SnapPointsIter(*_points_to_snap_to));
154                 }
155             }
157             //Collect the bounding box's corners so we can snap to them
158             if (_snap_to_bboxnode) {
159                 if (!(_strict_snapping && !p_is_a_bbox) || p_is_a_guide) {
160                     NR::Maybe<NR::Rect> b = sp_item_bbox_desktop(root_item, bbox_type);
161                     if (b) {
162                         for ( unsigned k = 0 ; k < 4 ; k++ ) {
163                             _points_to_snap_to->push_back(b->corner(k));
164                         }
165                     }
166                 }
167             }
168         }
169     }
171     //Do the snapping, using all the nodes and corners collected above
172     NR::Point snapped_point;        
173     SnappedPoint s;
174     for (std::vector<NR::Point>::const_iterator k = _points_to_snap_to->begin(); k != _points_to_snap_to->end(); k++) {
175         /* Try to snap to this node of the path */
176         NR::Coord dist = NR_HUGE;
177         switch (snap_dim) {
178             case SNAP_X:
179                 dist = fabs((*k)[NR::X] - p[NR::X]);
180                 snapped_point = NR::Point((*k)[NR::X], p[NR::Y]);
181                 break;
182             case SNAP_Y:
183                 dist = fabs((*k)[NR::Y] - p[NR::Y]);
184                 snapped_point = NR::Point(p[NR::X], (*k)[NR::Y]);
185                 break;
186             case SNAP_XY:
187                 dist = NR::L2(*k - p);
188                 snapped_point = *k;
189                 break;
190         }
192         if (dist < getDistance() && dist < s.getDistance()) {
193             s = SnappedPoint(snapped_point, dist);
194             success = true;
195         }
196     }
198     if (success) {
199         sc.points.push_back(s); 
200     }
204 void Inkscape::ObjectSnapper::_snapPaths(SnappedConstraints &sc,
205                                                          Inkscape::Snapper::PointType const &t,
206                                          NR::Point const &p,
207                                          bool const &first_point) const
209     bool success = false;
210     /* FIXME: this seems like a hack.  Perhaps Snappers should be
211     ** in SPDesktop rather than SPNamedView?
212     */
213     SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
215     NR::Point const p_doc = desktop->dt2doc(p);
217     // Determine the type of bounding box we should snap to
218     SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX;
219     if (_snap_to_bboxpath) {
220         gchar const *prefs_bbox = prefs_get_string_attribute("tools.select", "bounding_box");
221         bbox_type = (prefs_bbox != NULL && strcmp(prefs_bbox, "geometric")==0)? SPItem::GEOMETRIC_BBOX : SPItem::APPROXIMATE_BBOX;
222     }
224     bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE;
226     // Now, let's first collect all paths to snap to. If we have a whole bunch of points to snap,
227     // e.g. when translating an item using the selector tool, then we will only do this for the
228     // first point and store the collection for later use. This dramatically improves the performance
229     if (first_point) {
230         for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
231             delete *k;
232         }
233         _paths_to_snap_to->clear();
234         for (std::vector<SPItem*>::const_iterator i = _candidates->begin(); i != _candidates->end(); i++) {
236             /* Transform the requested snap point to this item's coordinates */
237             NR::Matrix i2doc(NR::identity());
238             SPItem *root_item = NULL;
239             /* We might have a clone at hand, so make sure we get the root item */
240             if (SP_IS_USE(*i)) {
241                 i2doc = sp_use_get_root_transform(SP_USE(*i));
242                 root_item = sp_use_root(SP_USE(*i));
243             } else {
244                 i2doc = sp_item_i2doc_affine(*i);
245                 root_item = *i;
246             }
248             //Build a list of all paths considered for snapping to
250             //Add the item's path to snap to
251             if (_snap_to_itempath) {
252                 if (!(_strict_snapping && !p_is_a_node)) {
253                     // Snapping to the path of characters is very cool, but for a large
254                     // chunk of text this will take ages! So limit snapping to text paths
255                     // containing max. 240 characters. Snapping the bbox will not be affected
256                     bool very_lenghty_prose = false;
257                     if (SP_IS_TEXT(root_item) || SP_IS_FLOWTEXT(root_item)) {
258                         very_lenghty_prose =  sp_text_get_length(SP_TEXT(root_item)) > 240;
259                     }
260                     // On my AMD 3000+, the snapping lag becomes annoying at approx. 240 chars
261                     // which corresponds to a lag of 500 msec. This is for snapping a rect
262                     // to a single line of text.
264                     // Snapping for example to a traced bitmap is also very stressing for
265                     // the CPU, so we'll only snap to paths having no more than 500 nodes
266                     // This also leads to a lag of approx. 500 msec (in my lousy test set-up).
267                     bool very_complex_path = false;
268                     if (SP_IS_PATH(root_item)) {
269                         very_complex_path = sp_nodes_in_path(SP_PATH(root_item)) > 500;
270                     }
272                      if (!very_lenghty_prose && !very_complex_path) {
273                         _paths_to_snap_to->push_back(Path_for_item(root_item, true, true));
274                      }
275                 }
276             }
278             //Add the item's bounding box to snap to
279             if (_snap_to_bboxpath) {
280                 if (!(_strict_snapping && p_is_a_node)) {
281                     //This will get ugly... rect -> curve -> bpath
282                     NRRect rect;
283                     sp_item_invoke_bbox(root_item, &rect, i2doc, TRUE, bbox_type);
284                     NR::Maybe<NR::Rect> bbox = rect.upgrade();
285                     SPCurve *curve = sp_curve_new_from_rect(bbox);
286                     if (curve) {
287                         NArtBpath *bpath = SP_CURVE_BPATH(curve);
288                         if (bpath) {
289                             Path *path = bpath_to_Path(bpath);
290                             if (path) {
291                                 _paths_to_snap_to->push_back(path);
292                             }
293                             delete bpath;
294                         }
295                         delete curve;
296                     }
297                 }
298             }
299         }
300     }
302     //Now we can finally do the real snapping, using the paths collected above
303     SnappedPoint s;
304     for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
305         if (*k) {
306             if (first_point) {
307                 (*k)->ConvertWithBackData(0.01); //This is extremely time consuming!
308             }
310             /* Look for the nearest position on this SPItem to our snap point */
311             NR::Maybe<Path::cut_position> const o = get_nearest_position_on_Path(*k, p_doc);
312             if (o && o->t >= 0 && o->t <= 1) {
314                 /* Convert the nearest point back to desktop coordinates */
315                 NR::Point const o_it = get_point_on_Path(*k, o->piece, o->t);
316                 NR::Point const o_dt = desktop->doc2dt(o_it);                
317                 NR::Coord const dist = NR::L2(o_dt - p);
319                 if (dist < getDistance()) {
320                         // if we snap to a straight line segment (within a path), then return this line segment
321                         if ((*k)->IsLineSegment(o->piece)) {
322                             NR::Point start_point;
323                             NR::Point end_point;
324                             (*k)->PointAt(o->piece, 0, start_point);
325                             (*k)->PointAt(o->piece, 1, end_point);
326                             start_point = desktop->doc2dt(start_point);
327                             end_point = desktop->doc2dt(end_point);
328                             sc.lines.push_back(Inkscape::SnappedLineSegment(o_dt, dist, start_point, end_point));    
329                         } else {                
330                             // for segments other than straight lines of a path, we'll return just the closest snapped point
331                             if (dist < s.getDistance()) {
332                                 s = SnappedPoint(o_dt, dist);
333                                 success = true;
334                             }
335                         }
336                 }
337             }
338         }
339     }
341     if (success) {
342         sc.points.push_back(s); 
343     }
347 void Inkscape::ObjectSnapper::_doFreeSnap(SnappedConstraints &sc,
348                                             Inkscape::Snapper::PointType const &t,
349                                             NR::Point const &p,
350                                             bool const &first_point,
351                                              std::vector<NR::Point> &points_to_snap,
352                                             std::list<SPItem const *> const &it) const
354     if ( NULL == _named_view ) {
355         return;
356     }
358     /* Get a list of all the SPItems that we will try to snap to */
359     if (first_point) {
360         _findCandidates(sp_document_root(_named_view->document), it, first_point, points_to_snap, SNAP_XY);
361     }
363     if (_snap_to_itemnode || _snap_to_bboxnode) {
364         _snapNodes(sc, t, p, first_point, SNAP_XY);
365     }
366     if (_snap_to_itempath || _snap_to_bboxpath) {
367         _snapPaths(sc, t, p, first_point);
368     }
373 void Inkscape::ObjectSnapper::_doConstrainedSnap( SnappedConstraints &sc,
374                                                   Inkscape::Snapper::PointType const &t,
375                                                   NR::Point const &p,
376                                                   bool const &first_point,
377                                                   std::vector<NR::Point> &points_to_snap,
378                                                   ConstraintLine const &/*c*/,
379                                                   std::list<SPItem const *> const &it) const
381     /* FIXME: this needs implementing properly; I think we have to do the
382     ** intersection of c with the objects.
383     */
384     _doFreeSnap(sc, t, p, first_point, points_to_snap, it);
389 void Inkscape::ObjectSnapper::guideSnap(SnappedConstraints &sc,
390                                                                                   NR::Point const &p,
391                                               DimensionToSnap const snap_dim) const
393     if ( NULL == _named_view ) {
394         return;
395     }
397     /* Get a list of all the SPItems that we will try to snap to */
398     std::vector<SPItem*> cand;
399     std::list<SPItem const *> const it; //just an empty list
401     std::vector<NR::Point> points_to_snap;
402     points_to_snap.push_back(p);
404     _findCandidates(sp_document_root(_named_view->document), it, true, points_to_snap, snap_dim);
405         _snapNodes(sc, Inkscape::Snapper::SNAPPOINT_GUIDE, p, true, snap_dim);
408 /**
409  *  \return true if this Snapper will snap at least one kind of point.
410  */
411 bool Inkscape::ObjectSnapper::ThisSnapperMightSnap() const
413     bool snap_to_something = _snap_to_itempath || _snap_to_itemnode || _snap_to_bboxpath || _snap_to_bboxnode;
414     return (_snap_enabled && _snap_from != 0 && snap_to_something);
418 /*
419   Local Variables:
420   mode:c++
421   c-file-style:"stroustrup"
422   c-file-offsets:((innamespace . 0)(inline-open . 0)(case-label . +))
423   indent-tabs-mode:nil
424   fill-column:99
425   End:
426 */
427 // vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4 :